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Character Mutation Guide

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0% found this document useful (0 votes)
38 views17 pages

Character Mutation Guide

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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MUTATIONS

A character gains mutations during creation the type is


determined by the chart below.
Mutation Division
Type
1 2 3 4 5 6 7 8
Physical 0 1 2 3 4 5 6 Choose
Mental 6 5 4 3 2 1 0 1-7

The mutations are rolled for randomly. Once a defect (for


each type Mental and Physical) is generated another cannot
be generated during character creation. Defects are denoted
by a (D). If a mutation is generated a second time then they
may roll again or, if the mutation has a Mutation Score they
may instead add +6 to the mutation score and increase its
maximum by 4 when generated. If the character already has
the same ability, gaining claws or wings when they already
have them may also reroll.
Mutation Score
Some mutations have a mutation score. This score is
determined by rolling 4d6 - lowest. The Mutation score
maximum is 20. The mutation score is used to determine the
saving throw which is 8 + Proficiency + Mutation score
modifier. The bonus to hit using the mutation is Proficiency +
Mutation score modifier if it is a mutation attack.
Mutation Points
Most of these mutations also use mutation points (MP) to
activate. Each mutation that requires points comes with a
base number of points that is added into a common pool.
These are not specific to that mutation. These Mutation
points are all regained at the end of a long rest. During a
short rest the mutant may expend a hit dice to regain 1d6
Mutation points. These expended hit dice are treated the
same as if they had been spent to regain hit points.
Mutation Effects
Mutations must have a line of effect to its target. Total cover
prevents exposure to the effect of area effect mutations. If the
mutation requires an attack the mutant is considered to be
proficient in the attack and uses Proficiency plus Mutation
Score or relevant Statistic (usually Strength or Dexterity).
Concentration
Some mutations require concentration. Concentration means
that the mutant cannot have multiple concentration
mutations in use at one time. Several things can end
concentration. Using another mutation that requires
concentration, Choosing to end concentration at the start or
end of your turn, taking damage in excess of your Wisdom
Score and then failing a Constitution saving throw with a DC
equal to half the damage taken, and anytime the GM judges
the environment harsh enough to warrant one such as being
dragged by a mount, very high winds, constant pain or
damage such as acidic rain etc.
Physical Mutations
# Name # Name # Name
1 Achilles Heel (D) 25-26 Energy Metamorphosis 71-72 Photosyntheic Skin
2 Allergy (D) 27-28 Energy Reflection 73 Pliable Form
3 Anti - Life Leech 29 Fade Out (D) 74-76 Poison
4 Attraction Odor (D) 30-31 Gas Generation 77 Poor Dual Brain (D)
5-6 Bodily Control 32-34 Hands of Power 78-79 Radiating Eyes
7 Body Change (D) 35-36 Heightened Balance 80 Regeneration
8-9 Carapace 37-40 Heightened Physical Attribute 81-84 Size Change
10 Chameleon 41 Heightened Precision 85-86 Skeletal Enhancement
11 Chemical Susceptibility (D) 42 Heightened Sense 87 Skin Structure Change (D)
12 Comatose Healing 43-44 Heightened Speed 88 Sonar
13-14 Darkvision 45 Immunity 89-90 Sonic Blast
15 Density Control, Self 46-47 Kinetic Absorption 91 Sound Imitation
16 Diminished Sense (D) 48-51 Multiple Limbs 92 Sustenance Dependency (D)
17 Doubled Pain (D) 52-64 New Body Parts 93 Transfusion
18 Dual Brain 65 Nocturnal (D) 95 Web Spinner
19-20 Electrical Generation 66-68 Oversized Limbs 94 UltraVision
21-22 Energy Absorption 69 Photodependence (D) 96-97 Wings
23-24 Energy Healing (others) 70 Photogeneration 98 Pick one Physical mutation
99-00 Roll two Phys mutations (reroll above 97)

Mental Mutations
# Name # Name # Name
1 Beguiling 34-35 Intuition 67-68 Psychometry
2-3 Confusion 36-38 Levitation 69-72 Pyro/CyroKinesis
4-5 Darkness Creation 39-40 Life Leech 73-74 Repulsion Field
6-7 Death Field Generation 41 Light Creation 75 Seizures (D)
8-9 Density Control (others) 42 Magnetic Control 76 Silencing Field
10 Devolution 43-44 Mass Mind 77-78 Stunning Force
11-12 Directional Sense 45-48 Mental Blast 79 Symbotic Swarm
13-14 Displacement 49-51 Mental Control 80-82 Telekinesis
15 Duality 52-53 Mental Invisibility 83 Telekinetic Blade / Hammer
16-17 Empathy 54-55 Mental Paralysis 84-85 Telekinetic Flight
18-19 Fear 56-57 Mental Reflection 86-87 Telekinetic Hand
20-21 Force Field Generation 58 Mental Defenselessness (D) 88-90 Telepathy
22-23 Force Wave 59 Mental Boosting 91 Teleport Object
24-26 Genius Capability 60 Molecular Disruption 92 Teleportation
27-30 Heightened Mental Attribute 61 Periodic Amnesia (D) 93-94 Total Healing
31 Hostility Field (D) 62 Phobia (D) 95-96 Will Force
32 Illusion Generation 63-64 Photokinesis 97-98 Pick one mental mutation
33 Insubstantial 65-66 Plasma Spheres 99-00 Roll Two ment mutations (reroll above 96)
Plant Mutations
# Name # Name # Name
1 Achilles Heel (D) 28-19 Energy Absorption 66 Poison
2 Adaptation 30-31 Energy Metamorphosis 67-68 Poisonous Thorns
3 Air Sail 32-33 Energy Reflection 69 Poor Dual Brain (D)
4 Allergy (D) 34-36 Explosive Seeds 70-72 Projectile Seeds
5-6 Allurement 37-39 Finger Vines 73-75 Razor Edged Leaves
7 Anti-Life Leech 40-42 Fruit 76-77 Regeneration
8 Attraction Odor (D) 43-44 Gas Bags 78-80 Size Change
9 Bodily Control 45 Gas Generation 81-82 Sonar
10-11 Carapace 46-47 Heightened Physical Attribute 83-84 Sonic Blast
12-14 Carnivorous Jaws 48 Heightened Sense 85-87 Spore Cloud
15 Chameleon 49-50 Immunity 88-90 Squeeze Vines
16 Chemical Susceptibility (D) 51 Infravision 91-93 Thorns or Spikes
17-19 Contact Poison Sap 52-53 Kinetic Absorption 94 Transfusion
20 Darkvision 54-56 Multiple Limbs 95-96 Ultravision
21 Density Control, Self 57-60 New Body Parts 97-98 Pick one plant mutation
22-24 Dissolving Juices 61-62 Oversized Limbs 99-00 Roll two plnt mutat (reroll above 96)
25 Doubled Pain (D) 63 Photodependence (D)
26 Dual Brain 64 Photogeneration
27 Electrical Generation 65 Pliable Form

This mutant suffers a fairly negative reaction to what is


MUTATION POWERS otherwise a harmless substance. So long as they are in
Achilles Heel (D) contact or exposed to a large amount of the substance they
Physical, Plant are considered to suffer the Impaired condition. Roll to
This mutant has a critical weakness in a particular body determine the type of substance.
part or location on their body. If they are struck there then 1 - Pollen
they gain Vulnerability against the damage done on that 2 - Clay / Mud
attack. Whenever the character is hit by a critical they are 3 - Oil / Petroleum
assumed to have been hit there. This effect triggers even if 4 - Plastic
you are immune to criticals. 5 - Iron
6 - Specific plant
Adaptation 7 - Raw Meat
Plant 8 - Silver or Gold
A plant, once exposed to a type of damage, can grow / 9 - Leather
develop a defense against that particular damage type. It 10 - Specific Metal (Lead, Tin, etc.)
gains resistance to that specific damage type. It takes a long 11 - Fur
rest to do so. They may also do this during a short rest by 12 - Salt
expending 2 hit dice. These expended hit dice are treated the 13 - Wood or paper
same as if they had been spent to regain hit points 14 - Feathers
15 - Specific Animal
Air Sail 16 - Paint
Physical, Plant 17 - Bone
The mutant has developed a sail like set of wings. When 18 - Cotton or Wool
they leap from a surface at least 10 feet high they may glide 19 - Soap / Cleaner
up to twice the distance of the height they jumped from. They 20 - Rubber
descend 5 feet for every 10 they move. They glide up to 60
feet a round. When falling they may use a reaction to half the
damage from the fall.
Allergy (D)
Physical, Plant
Allurement 1 - Massive skin color change
Plant, Mutation Score (MP = 4) 2 - Single Eye
The plant gives off a sweet smelling scent that can force 3 - Extra fingers
others to approach and want to touch them. As an action, the 4 - Odd hair color and length
plant can exude this odor affecting beast of Intelligence of 5 - Webbed fingers / toes
less than 3 within 60 feet. The beast may make a Charisma 6 - Forked or hyper long tongue
saving throw. If the fail then they approach the plants, 7 - Antennae
Charmed. The effect is ended when the beast takes damage. 8 - Crest
It cost 1 mutation point to activate this ability and the 9 - Vestigial Wings
duration is 10 minutes. 10 - Misplaced facial features
11 - Bony skull ridge
Anti-Life Leech 12 - Mane / Bristles
Physical, Plant 13 - Transparent Skin
The creature is immune to the necrotic effect of Life Leech 14 - Hairless
and other draining effects (Death Field Generation). When 15 - Scales / Feathers (mixed)
they are affected by Life Leech and similar effect the Anti-life 16 - Sagging folds of skin
Leech creature they gain hit points equal to the damage that 17 - Misshapen head
would normally have been dealt. 18 - Patches of fur / skin
19 - Non-prehensile tail
Attraction Odor (D) 20 - Enlarged facial features
Physical, Plant
This creature puts forth a highly attractive odor that Carapace
attracts everything within 60 feet. Those with Heightened Physical, Plant, Mutation Score
senses are affected at twice that range. A predator or grazers The mutant has hardened skin, bark or bony plates that
both want to approach the creature and see what smells so provide added protection. They gain a 12 + the Mutation
tasty. They may make a Wisdom save with a DC of 15. If they Score Modifier + Dexterity modifier armor class. This lowers
fail they approach the creature in an aggressive, ready for Robot recognition score by 1.
dinner, manner.
Carnivorous Jaws
Beguiling Plant, Mutation Score
Mental, Mutation Score (MP = 6), Concentration This mutated plant has several sets of meat eating jaws on
As an action the mutant can make a mental attack against the end of a limb or vine. It does 1d6 + Mutation score
a target creature within 60 feet that they can see, this will modifier Slashing damage as a melee mutation attack. The
charm them. They may make a Wisdom saving throw. If they plant is capable of eating meat. They may root or eat meat as
fail they are Charmed. This condition lasts for 1 hour and desired. They may use these to attack as melee attacks.
ends if the charmed creature is harmed or forced to make a At character level 5 the damage becomes 1d8, At level 11th
saving throw. The creature does not necessarily know it has damage is 1d10, at 17th level the damage is 2d6.
been Charmed. Activating this cost 2 Mutation Points.
Chameleon
Bodily Control Physical, plant (MP=6)
Physical, Plant (MP =6) The skin of the mutant shifts color, having the ability to
The mutant can use this ability to enhance themselves in blend into the environment, as an action, when they do so
one of several ways. As an action they may trigger this ability. they have Advantage on Dexterity (Stealth) checks. This
Senses - Gain Advantage on one of your senses when ability last for 10 minutes and cost a mutation point.
making Wisdom (Perception) checks.
Strength - Add + 3 to the damage on all strength based Chemical Susceptibility (D)
physical attacks. Gain advantage on Strength based checks. Physical, Plant
Dexterity - Armor class increases by 2. Gain Advantage on The mutant has disadvantage whenever making saving
Initiative checks. throws against drugs and chemicals.
Constitution - Gain Constitution score X 2 in Temporary hit
points. Comatose Healing
The duration is 10 minutes. This costs a Mutation point to Physical, Mutation score, (MP=4)
activate and only one benefit may be gained at a time. It is a This ability allows the mutant to recover hit points while in
bonus action to activate this power. a coma like state. They take a minute to enter a coma that
leaves them incapacitated and unable to be awakened for ten
Body Change (D) minutes. While in this coma they do not have any sense of
Physical awareness including suffering pain or being able to be
Some part of this mutant has changed significantly from mentally contacted. They recover their Level plus their
others of the same type. Though this change is not very Constitution score plus their mutation score modifier in hit
severe and has little game effect other than reducing Robot points during that time. This uses two mutation points per 10
Recognition score is reduced by 2. Roll a d20 to determine minutes used. They may choose to enter a longer period and
what exactly is wrong. gain the benefits for each 10 minutes spent in this state.
Confusion At character level 5 the damage dice becomes 1d8, At level
Mental, Mutation Score (MP = 8), Concentration 11th damage is 1d10, at 17th level the damage is 1d12.
As an action, the mutant chooses a creature that it can see
within 90 feet. That creature makes a Wisdom saving throw, Density Control, Others
If they fail then they roll on the following chart to determine Mental, Mutation Score, (MP=6), Concentration
their actions on the next turn. At the end of their turn they As an action, and you must see the target within 60 feet
may make another saving throw to end this effect. This attack and a duration of 1 minute, you are able to change the density
cost 2 Mutation points. The duration is 1 minute. of another creature, either increasing it or decreasing it. This
1 - Stands still and loses its reactions. does make the target creature slightly smaller or larger but
2 - Uses its movement to go in a random direction avoiding not enough to change its size category. It does however
enemies if possible along the way. produce several useful effects that cost 2 Mutation Points. If
3 - Moves to attack the nearest creature. the target resists they make a Constitution Saving throw to
4 - Moves to attack the nearest object. avoid being affected.
5 - Moves to attack a random enemy. Increase - The creature gains a bonus to melee damage
6 - Performs a pointless action giving others advantage on attacks equal to the Mutation score modifier (minimum 1).
their attacks against them. The action could be spinning in They gain resistance to Piercing, Slashing and Bludgeoning
circles or hopping around on one foot. damage. They have advantage on Athletics checks as well.
Decrease - The creature gains a bonus to Armor class
Contact Poison Sap equal to the Mutation score modifier (Minimum of 1). They
Plant, Mutation Score gain advantage on Acrobatics checks and Dexterity saving
When the plant is wounded their skin exudes a poison. A throws.
creature making a Slashing or Piercing natural attack that
does more than 5 points the creature is exposed to the poison Density Control, Self
may make a Dexterity saving throw. If they are successful Physical, Mutation Score (MP=6)
they take no Poison damage. The damage is 2d4 Poison. If Works the same as Density Control, Others except it affects
the plant willingly suffers the listed damage, a creature can only the mutant.
coat a weapon in this poison. A light or smaller weapon does
3 points of damage to the plant to coat the weapon, a heavy Devolution
weapon does 8 points of damage, other weapons do 5 points Mental, Mutation score (MP=6)
of damage. The poison remains viable for 1 minute after As an action this forces a creature they can see within 60
exposure. Exposure to it by being damaged by the weapon in feet to make a Constitution saving throw. If they fail, remove
this manner allows a Constitution saving throw to avoid the one of their mutations for 1 minute. If the creature has no
Poison damage. mutations then it suffers a level of exhaustion. The mutation
At character level 5 the damage becomes 2d6, At level 11th lost is determined at random. If this mutation is used
damage is 2d8, at 17th level the damage is 3d6. multiple times the creature targeted slowly returns to
whatever their base stock was, for pure strain humans and
Darkvision the like this gives them a more brutish appearance. The
Physical, Plant, Mutation Score, (MP=4) ability to walk upright/speak/manipulate objects is
The mutant gains Darkvision for 40 ft + (10 ft x Mutation considered a mutation for this purpose but is lost last. This
score modifier) feet. This does not require light but they mutation cost 2 Mutation points to use.
instead see everything in black and white. May spend an MP
to double the range of this mutation. Diminished Senses (D)
Physical
Darkness Creation The mutant suffers from deformed or diminished sense.
Mental, (MP=6), Concentration Roll on the table below to determine the sense involved.
The mutant can generate fields that absorb and negate 1 - Sight - Suffer disadvantage on Wisdom (Perception)
light. This field is created as an action within 60 feet of the and Intelligence (Investigation) checks involving Sight.
mutant. It is 10 feet in radius and creates heavily obscuring Characters can choose to be near or far sighted. If
darkness. This cost 1 mutation point and last for 1 minute nearsighted the penalty applies to objects more than 30 feet
duration. away and affects ranged attacks as well. Otherwise they are
Far sighted and suffer the same penalties at less than 30 feet.
Death Field Generation 2 - Hearing - Suffer disadvantage on Wisdom (Perception)
Mental, Mutation Score, (MP=6) and Intelligence (Investigation) checks involving hearing.
A mutant can activate this ability as an action. All creatures 3 - Touch - Suffer disadvantage on Wisdom (Perception)
within 30 feet make a Constitution saving throw. If they fail and Intelligence (Investigation) checks involving touch. They
they take 2d6 base + 2d6 Necrotic damage per mutation have difficulty recognizing pain, as well as, hot or cold
point spent up to the Mutation score modifier (minimum of 1) environmental effects.
in d6. This kills most plants and small animals or simple life 4 - Smell - Suffer disadvantage on Wisdom (Perception)
forms nearby. Microscopic organisms are largely unaffected. and Intelligence (Investigation) checks involving smell. They
This damage also reduces the targets maximum hit points by may miss the smell of an otherwise invisible gas.
the same amount. This reduction is removed after a long rest.
The mutant who uses this ability is also affected by it as well
except for the hit point maximum reduction.
5 - Taste - Suffer disadvantage on Wisdom (Perception) and Duality
Intelligence (Investigation) checks involving taste. They Mental, (MP=8)
cannot identify poisons or rancid foods or tainted water. Your brain allows for two independent thought processes.
6 - Players choice You can do several things with a Duality as it allows similar
yet independent actions. As long as the actions are not
Directional Sense conflicting ones. Any equipment is limited as usual so it is not
Mental possible to shoot and load a weapon at the same time but
This mutant always knows which cardinal direction they could fire two weapons if they have enough hands.
are facing. They cannot become lost being able to follow any 1 - Mutation point allows the mutant to interact with an
path they have traveled whether they were conscious or not. object(s) twice in a round.
They also know when they have been moved by outside 2 - Mutation points allow an extra attack during an Attack
forces such as a teleportation or other instant method. or Multi Attack (which must be the first listed attack) action.
3 - Mutation points allow an additional bonus action.
Dissolving Juices 4 - Mutation points allow a second action.
Plant, Mutation Score (MP=8)
The plant can secrete a potent acid as an action. The acid Electrical Generation
continues to excrete for 1 minute. Taking an action they may Physical, Plant, Mutation score (MP = 6)
attempt to sling the acid at a target as a ranged mutation The mutant builds up an electrical charge that they can
attack with a range of (20/40). The acid does 2d6 + mutation discharge this spark through a touch, as a Melee mutation
modifier Acid damage. This takes 2 mutation points. The acid attack. When they do so they do 1d6 Lightning damage per
becomes inert after a minute. They may also use this to mutation point spent up to their Mutation score modifier
dissolve materials of most types. They may also use it for (minimum of 1). They do so as an action. They add their
melee attacks when attacking with a body part dealing this mutation score modifier to the overall damage.
Acid damage. If attacking with a metal weapon they may also discharge
an additional 1d6 lightning discharge by spending a mutation
Displacement point. The mutant has lightning resistance.
Mental, Mutation Score
This mutation is not consciously controlled. Whenever the Empathy
character is about to die due to an outside attack or Mental, Mutation score, (MP=6)
environmental effect their body is teleported away. They move You can make an attempt to read the emotions and
up to 60 feet times their mutation modifier (Minimum of 30 emotional state / intensity of creatures around you within 30
feet). The place they arrive at is a place the character would feet. They may make a Wisdom saving throw. On a failure you
have considered safest in range. This ability is regained after gain advantage on Charisma based skills and Wisdom
a short or long rest. (Insight) checks on that individual. Duration is 10 minutes.
Doubled Pain (D) Energy Absorption
Physical, Plant Physical, Plant
Whenever making a saving throw against an effect that is The mutant gains resistance to the type of energy
intended to cause primarily pain, the save is made at determined below. Roll a d8
disadvantage. Whenever the mutant is hit with a critical 1 - Cold
(regardless if they may be immune or not) they must make a 2 - Fire
Constitution saving throw versus a DC of 15 or become 3 - Force
Stunned until the end of their turn. 4 - Lightning
5 - Necrotic
Dual Brain 6 - Radiant
Physical, Plant, (MP=8) 7 - Thunder
The mutant has two functional brains. The second brain 8 - Players choice
can be located wherever the player wants in their head, torso
or other available spot. The second brain increases your Energy Healing
Intelligence by 2 and their maximum Intelligence by 2. You Mental, Mutation score, (MP=6)
can do several things with a dual brain as it allows similar yet Similar to Energy Metamorphosis it allows a mutant to
independent actions. As long as the actions are not convert energy into healing but the healing can only affect
conflicting ones. Any equipment is limited as usual so it is not others. They take the first 10 + mutation score energy
possible to shoot and load a weapon at the same time but damage and convert it into healing. This healing is stored for
could fire two weapons if they have enough hands. 1 minute and requires an action and physical contact. They
1 - Mutation point allows the mutant to interact with an can store up to 15 times the Mutation modifier energy
object(s) twice in a round. (Minimum of 15). They have resistance to that energy damage
2 - Mutation points allow an extra attack during an Attack type. Each time this is done it cost a Mutation Point. The
or Multi Attack (which must be the first listed attack) action. mutation uses the Energy Absorption table to determine the
3 - Mutation points allow an additional bonus action. energy type.
4 - Mutation points allow a second action.
Energy Metamorphosis The plant mutant has up to 6 + Mutation score modifier
Physical, Plant, Mutation score (MP=6) vines. Each vine is a base of 15 feet long plus the Mutation
The mutant can convert energy into healing ability. They score modifier X 5 feet (Minimum of 5 feet) reach. The vines
take the first 10 + Mutation score modifier energy damage each have a Dexterity equal to the Mutation score and a one
and convert it into healing. If they are at full hit points then Strength for each vine that is part of an action being
they do not convert any. They have resistance to the energy. performed. They can push buttons or possibly move a lever
Each time this is done it cost a Mutation Point. The mutation (dependent on strength) and other similar actions. Each vine
uses the Energy Absorption table to determine the energy has hit points equal to the plants Constitution Score modifier
type. and the Mutation score mod fifer added together with a
minimum of 1. The vines have an AC of 10 + Dexterity
Energy Reflection modifier. They regrow at a rate of 1 per Constitution modifier
Physical, Plant, Mutation score (MP=6) (minimum of 1) during a long rest.
The mutant can reflect energy as a Reaction. They reflect
the first 10 + Mutation score modifier energy damage in a Force Field Generation
desired direction. The mutant may make a hit roll using a Mental, Mutation score, (MP=8), Concentration
mutation ranged attack against another creature within 30 As an action the mutant can create a Force field around
feet to take that redirected damage. The mutant has their own body. It protects the user from physical damage
resistance to that energy type. Each time they do this it uses a (everything but Psychic). It provides 25 plus Mutation score
mutation point. The mutation uses the Energy Absorption modifier points of protection. The field regains a number of
table to determine the energy type. points of protection equal to 5 plus the mutation modifier at
the beginning of each of their rounds. Once the hit point
Explosive Seeds protection is reduced to zero the Force Field ends. The Force
Plant, Mutation score field remains for 1 minute if it is not expended. It cost 2
The plant mutant has a number of nut-like seeds that are mutation points to activate the Force Field.
explosive. They have a number of seeds equal to 5 + mutation
score modifier. The seed does 2d6 plus mutation score Force Wave
modifier Force damage. The seed may be launched, as an Mental, Mutation score, (MP=6)
action, up to 60 feet and explodes in a 10 foot radius. Those The mutant can create a wave of force. This force knocks
in the area of effect may make a Dexterity saving throw to over those targeted. There are two options for the use of this
take half the damage. The seeds are regained after a long rest ability. Both take an action. The first use targets a single
and may be forced regrown during a short rest by expending creature within 60 feet they can see. It costs one mutation
a number of Hit dice to regrow one seed each hit dice spent. point and the target makes a Strength saving throw. If they
These expended hit dice are treated the same as if they had fail they are knocked prone. The second option takes 3
been spent to regain hit points. mutation points and effects all within a 15 foot cone
At character level 5 the damage dice becomes 4d6, at level originating from the mutant. All within the area of effect
11th damage is 6d6, at 17th level the damage is 6d10. make a Strength saving throw or be knocked prone.
Fadeout (D) Fruit
Physical Plant, Mutation score
The mutant has a tendency to suffer a stress triggered The plant mutant grows fruit that can be removed as an
blackout. They are not asleep but instead comatose. They are action by the plant or another adjacent ally. It takes an action
considered incapacitated for 1d4 + 1 rounds. At the to consume the fruit. The plant has 5 plus Mutation score
beginning of a fight if the mutant rolls a 20 on initiative they modifier fruit at one time. The fruit if removed remains fresh
pass out. Other high stress situations may also require a for 1 day. The appearance of the fruit from strawberry sized
Constitution saving throw versus a DC of 20 or pass out, this to cantaloupe, to color and texture are up to the player. The
is at the Gm's discretion. fruits properties are determined at random and remain
uniform for all fruit produced unless indicated otherwise.
Fear Generation The Fruit are regained after a long rest and may be forced
Mental, Mutation score, (MP=8) regrown during a short rest by expending a number of Hit
Choose a creature that they can see, within 90 feet as an dice to regrow one fruit for each 2 hit dice spent. These
action, who then makes a Wisdom saving throw or becomes expended hit dice are treated the same as if they had been
Frightened of the mutant. The condition lasts for 1 minute. spent to regain hit points
They may repeat the save as an action. 1 - Sustenance - Provides enough water and nutrition for a
medium sized humanoid for one day.
Finger Vines 2 - Antidote - Removes the following conditions
Plant, Mutation Score (Frightened, Impaired, Paralyzed) or removes one level of
Exhaustion applicable only once a day.
3 - Antibiotic / Healing - Heals 2d6 + Mutation score
modifier damage.
4 - Stimulant - Improves energy level adding a +1 to AC, +1
to hit. and 2d6 Temporary hit points + Mutation score
modifier. For 1 minute.
5 - Painkiller - Makes target immune to Critical hits for 10 Genius Capability
minutes. Mental, (MP=6)
6 - Enhancing - Enhances either Strength or Dexterity Determine the type at random at a character creation.
(determined randomly) granting advantage on ability checks Each takes an action to activate and cost 1 mutation point.
with that Statistic. For 10 minute. 1 Sociological - Gain advantage on all Charisma based
7 - Focused - Enhances either Wisdom or Intelligence ability checks. Duration is 10 minutes.
(determined randomly) granting advantage on ability checks 2 Military - As a bonus action gain advantage on your next
with that Statistic. For 10 minute. attack taken within 1 minute. This is always in effect, gain
8 - Chaotic - Determine random each time a fruit is grown. advantage on ability checks to determine tactics or other
military information.
Gas Bags 3 Technical - Gain advantage on all Use artifact, tool and
Plant, Mutation Score, (MP=4) Crafting checks made within the next hour.
The plant has inflatable bladders that can be filled as an 4 Medical - You have advantage on Intelligence (Medicine)
action to lift them upwards. The gas is lighter than air and checks and any ones rolled on curing become 2s, this is
the plant's structure is lighter than usual. It can lift the plant's always in effect. Gain proficiency in Intelligence (Medicine)
normal body weight and up to 10 additional pounds per
positive mutation score modifier. It can rise and fall during Hands of Power
the ten minute duration but cannot move forward or Physical, Mutation score, (MP=8)
backward except by being tugged or by high winds. They may The mutant chooses a part of their body that can radiate
move up or down at a rate of 30 feet per round. They may do energy outward and inflict damage on a single target. As an
this at a cost of one mutation point. action they choose a target, within 60 feet and make a ranged
mutation attack. The damage is 2d6 + mutation score
Gas Generation modifier. It cost one mutation point to emit this energy.
Physical, Plant, Mutation Score, (MP=6) At character level 5 damage dice become 3d6, at level 11th
The mutant can generate a cloud of gas adjacent to them damage is 4d6, at 17th level the damage is 6d6.
that is 10 feet in diameter as an action. The gas persists for 1 Energy type (determined at character creation)
Minute unless there are high winds to disperse it. It takes 2 1 - Cold
mutation points to produce the cloud. The cloud's effects are 2 - Fire
determined when the mutation is gained. 3 - Force
1 - Stench - Creatures within the cloud at the beginning of 4 - Lightning
their turn may make a Constitution saving throw. If they fail 5 - Necrotic / Necrotic (radiation)
that save they are reduced to half their movement and are 6 - Radiant
Impaired until the end of their next turn. 7 - Thunder
2 - Acidic - Creatures within the cloud at the beginning of 8 - Players choice
their turn take 2d6 Acid damage and may make a
Constitution saving throw. If they fail the save they are Heightened Balance
Impaired until the end of their next turn. Physical
3 - Paralytic - Creatures within the cloud at the beginning The mutant is proficient in Dexterity (acrobatics) and has
of their turn may make a Constitution saving throw. If they advantage with any check that involves balance. Any
fail that saving throw they are Paralyzed this last until the situations that would normally impose penalties that involve
end of their next turn. balance do not bother this mutant such as shooting from a
4 - Poisonous - Creatures within the cloud at the beginning moving surface or while walking a tight rope.
of their turn take 2d6 Poison damage and may make
Constitution saving throw or be Impaired until the beginning Heightened Mental Attribute
of their next turn. Mental
5 - Blinding - Creatures within the cloud at the beginning of One of the mutant’s mental attributes (Wisdom,
their turn may make a Constitution saving throw. If they fail Intelligence or Charisma) is higher than normal. Their
the saving throw they are Blinded this last until the beginning Maximum is increased by 4. They gain an increase of (6
of their next turn. minus their current statistic modifier) + 2. Which statistic
6 - Freezing - Creatures within the cloud at the beginning increased is determined at random.
of their turn take 2d6 Cold damage and may make a
Constitution saving throw. On a failure they are Impaired Heightened Physical Attribute
until the end of their next turn. Physical, Plant
7 - Radioactive - Creatures within the cloud at the One of the mutant’s physical attributes (Strength, Dexterity
beginning of their turn take 2d6 Necrotic (radiation) damage or Constitution) is higher than normal. Their Maximum is
and may make Constitution saving throw. If they fail they are increased by 4. They gain an increase of (6 minus their
Impaired until the end of their next turn. current statistic modifier) + 2. Which statistic increased is
8 - Sleep - Creatures within the cloud at the beginning of determined at random.
their turn may make a Constitution saving throw. If they fail
the save they fall asleep becoming Incapacitated. This lasts
until someone spends an action to wake them.
At character level 5 damage dice become 4d6, at level 11th
damage is 6d6, at 17th level the damage is 6d10.
Heightened Precision The mutant can create an illusion that exists only in the
Physical, (MP=6), Mutation Score target's mind. The realism of the illusion is based on how
The character has an uncanny ability to aim or place much the creator knows of it, so illusions of things they have
attacks precisely. This allows them to spend a mutation point seen or experienced are always more realistic and believable.
to gain one of three bonuses, advantage on an attack or they Creating the illusion takes an action and affects all creatures
gain advantage when attempting to break or damage an within a 60 foot radius of the mutant if they may make an
object or may do double damage if they spend a bonus action Intelligence saving throw if they fail they believe the illusion.
studying it. Duration is a single attack or bonus action for Making something or one suddenly appear may make it
studying. As a bonus action the creature can gain a bonus to difficult to believe in which case the save may be made at
hit equal to the mutation score modifier until the beginning of advantage. Anyone who moves outside the radius no longer
their next turn. They critical on a 19-20 when making an perceives the illusion. It requires an action each round to
attack. If this ability is gained from another source the range manipulate or make the illusion move. Each time a creature
of the critical is increased by 1. interacts with the illusion they get another saving throw as
the feedback from the illusion is never perfectly in sync. The
Heightened Sense illusion cost 3 mutation points and last for 1 minute.
Physical, Plant
The mutant has an increased ability to take in and process Immunity
sensory information. Roll on the table below to determine the Physical, Plant
sense involved. The mutant gains immunity to the type of energy or effect
1 - Sight - Gain advantage on Wisdom (Perception) and determined below. Roll a d10
Intelligence (Investigation) checks involving sight. 1 - Cold
2 - Hearing - Gain advantage on Wisdom (Perception) and 2 - Fire
Intelligence (Investigation) checks involving hearing. 3 - Force
3 - Touch - Gain advantage on Wisdom (Perception) and 4 - Lightning
Intelligence (Investigation) checks involving touch. 5 - Necrotic
4 - Smell - Gain advantage on Wisdom (Perception) and 6 - Radiant
Intelligence (Investigation) checks involving smell. 7 - Thunder
5 - Taste - Gain advantage on Wisdom (Perception) and 8 - Poison
Intelligence (Investigation) checks involving taste. 9 - Disease
6 - Players choice 10 - Players choice
Heightened Speed Infravision
Physical, (MP=6), Mutation Score Physical, Plant
Base movement of the mutant is increased by 10 feet. As a The mutant can see into the thermal range of vision. They
bonus action the mutant can expend one mutation point to see heat sources and other high end energy fields. The vision
Dash, when doing this if they also Dash as a regular action is only good for about 30 feet and objects are often fuzzy and
add 20 feet to their base movement that round. They may hard to identify.
also spend a mutation point to stand costing them only 5 feet
of movement. You may use your Mutation score modifier as a Insubstantial
bonus to jump checks. Mental, (MP=6), Concentration
This mutation allows a mutant to make themselves out of
Hostility Field (D) phase with matter. As an action, and costing a mutation point,
Mental the mutant can become insubstantial. While insubstantial
The mutant radiates a mental field of static that causes they can pass through normal matter except Duralloy. Energy
others to be quarrelsome and irritated. The field extends out fields and force fields also block passage. The duration is one
60 feet. Those who first enter the field adopt a bad first minute. While insubstantial they cannot effect nor be effected
impression. Those exposed to the field for a week or more by the material world. Once activated the mutant may shift in
gain an indifference or immunity to this effect. The mutant or out as a bonus action.
makes all Charisma based checks at disadvantage with any
affected by the field. Intuition
Mental, Mutation score, (MP=6)
Illusion Generation The character, as a bonus action, makes a mental attack
Mental, Mutation score, (MP=9), Concentration that forces the target, which they can see, to make a Wisdom
saving throw. If they fail the mutant gains advantage on
attacks on the target and has advantage on saving throws
made against effects generated by the target or any opposed
rolls against them. The target must be within 60 feet to be
affected and the duration is until the beginning of the
mutants next turn. It takes 1 mutation point to use this
mutation.
Kinetic Absorption The mutant can send out a wave of mental energy that is
Physical, Plant, (MP=6) highly disruptive. This works in one of two manners. Both
The mutant may, as a bonus action, expend one mutation add mutation score modifier to the Psychic damage.
point and gain resistance to Force, Bludgeoning, Piercing and 1 A single target blast that does 1d8 per MP spent up to
Slashing damage. This resistance lasts for 1 minute. the Mutation Score modifier (Minimum of 1). Range is 60
feet and the target, which they can see, makes a Wisdom
Levitation saving throw if successful they take only half the damage.
Mental, Mutation score, (MP=6), Concentration 2 A cone shaped blast that does 1d8 per 2 MP spent up to
The mutant can manipulate the effects of gravity on the Mutation Score modifier doubled (Minimum of 2). Range
themselves, allowing them to rise and fall as part of their is 15 feet and the targets making a Wisdom saving throw if
movement. As a bonus action they can activate this ability to successful they take only half the damage.
go straight up or down at a rate of 30 feet plus (or minus) 5 3 They may also release a burst of mental energy that does
feet times mutation score modifier. They can be pulled or 1d8 per 2 MP spent up to the Mutation Score modifier
pushed sideways but they cannot use their own momentum doubled (Minimum of 2). Range is adjacent squares the
to float forward but can "climb" pulling themselves around. targets making a Wisdom saving throw if successful they take
They can only lift up to their light load plus 5 pounds per only half the damage.
positive mutation modifier. This mutation’s duration is one At character level 5 damage dice become 1d10, at level
minute and costs one mutation point. 11th damage is 1d12, at 17th level the damage is 2d8 per 1d8
Life Leech Mental Boosting
Mental, Mutation Score, (MP=6) Mental, (MP=6)
Choose a target within 60 feet and do 1d8 + 1d8 per The mutant may choose a willing ally they can see or hear
mutation point spent (Up to Mutation score modifier within 60 ft and giving them a boost of confidence and a shot
minimum of 1) Necrotic damage. The target may make a of adrenalin (or the equivalent) allowing them to improve the
Constitution saving throw. If successful they reduce this chances they have of succeeding at a task. They give them
damage by half. The mutant using this power gains the 1d6 that has a duration of 10 minutes or until used. It can be
Necrotic damage done as healing. added after a roll is made but before the results are known.
This dice may apply to an ability check, saving throw or
Light Creation attack roll. While they may have multiple only one can apply
Mental, (MP=6), Concentration to any particular check. This ability takes a Bonus action and
The mutant can generate fields that create light. This field 1 MP.
is created as an action within 60 feet of the mutant. It is 10 At character level 5 dice become 1d8, at level 11th dice is
feet in radius and creates a brightly lit area with dim light for 1d10, at 17th level the dice is 1d12.
another 10 foot radius. This costs 1 mutation point and lasts
for 10 minute duration. Mental Control
Mental, Mutation Score, (MP=6), Concentration
Magnetic Control The mutant can use their own mind to take control of
Mental, Mutation score, (MP=6), Concentration another's mind. The range is 90 feet and requires an action.
The mutant can produce a magnetic aura around The target, that they can see, makes a Wisdom saving throw
themselves. This takes an action and costs one mutation and on a success is unaffected, then cannot be affected by the
point and lasts for 1 minute. While the field is active any use of this power by this individual again for 24 hours.
metallic weapon used against them is at disadvantage to hit. Your control allows you to use their body to force them to
As an action they can extend the field and attempt a shove perform actions to the best of your knowledge. You do not
action against an adjacent enemy that has metallic armor or a gain access to their knowledge or any abilities you have not
good deal of metallic equipment. They use their mutation seen or are aware of them using. They are like a puppet. The
score modifier and Proficiency as their part of the test. target must remain within one mile of the mutant. As a bonus
action the mutant controls the target's actions for the round.
Mass Mind The target at the end of each of their rounds may make
Mental, Mutation score, (MP=4) another saving throw to end the effect. The duration is one
This mutant can use their mind as a conduit to aid another minute.
mutant to increase their mental mutation. By coming into
physical contact with others and the target creature, the
mutant may increase the target's mutation score by two for
each person in contact as well as themselves. They may
channel a number of mutants equal to themselves plus one
per Mutation score modifier (minimum of 1). This cost 1
mutation point per use and takes an action when everyone
must be in physical contact.
Mental Blast
Mental, Mutation Score, (MP=8)
Mental Invisibility Arms - The additional limbs end in the same manner as the
Mental, Mutation score, (MP=6), Concentration originals (hands, claws, tentacles etc.) If their base form has
This mutation allows the mutant to project a field that Multi attack with them they gain additional attacks equal to
makes them unnoticeable. Creatures within 60 feet may the additional limbs. Having additional limbs does not
make an Intelligence saving throw. If they fail they are unable otherwise grant additional attacks but may enable the use of
to perceive the mutant. They cannot see, hear, smell etc. the two handed weapons in two weapon combat with sufficient
mutant. The duration is 10 minutes and takes an action to limbs or the ability to manipulate several objects of a similar
activate. It takes 2 mutation points to activate. Those who nature at once. They also may gain advantage on other saves
enter the area from outside the range make the save at or checks where having additional limbs is advantageous. If a
advantage; they do not forget the mutant existed before they mutant already has multiple limbs from a Base stock they
would just be unable to detect them afterwards. This power’s may instead add usable hands to their current limbs equal to
effects on an individual end if the mutant attacks them or the number of new limbs generated.
forces them to make a saving throw or ability check.
New Body Parts
Mental Paralysis Physical, Plant
Mental, Mutation score, (MP=6) These are body parts that are new to the mutant. If they
The mutant chooses a creature, which they can see, within already possess this part roll again or in the case of an attack
60 feet. The mutant can, as an action, spend a mutation point increase damage dice by one size. The mutant is proficient in
to make the creature make a Wisdom saving throw. If they the use of their body parts. This new body part reduces robot
fail they are Paralyzed. This Paralysis lasts for 1 minute. The recognition by 2. Roll 1d20 to determine the body part.
Creature suffering paralysis may make another save at the 1 – All Around Sight - The mutant has oddly segmented
end of their turn. eyes or even multiple eyes that allows them to see in all
directions at once. They have advantage on Wisdom
Mental Reflection (Perception) checks involving sight.
Mental, (MP=6) 2 - Armored Organs – The mutant is immune to criticals
Whenever the character takes Psychic damage they may, as from Bludgeoning, Slashing and Piercing damage.
a reaction, instead reflect it back to its source. If the source is 3 - Acid Pump - The mutant can produce a mild acid. This
a device or something other than a creature it has no effect can be located near an attacking limb adding 1d6 acid to a
but the mutant still does not take the damage. Otherwise the melee attack using that body part. Or located in the mouth so
original source takes the damage. This attack or saving throw they can spit doing a ranged attack, 10/30 range, 1d6 +
is rolled as normal as if the original attacker made it. This Dexterity Acid damage.
cost one mutation point. 4 - Biting Mouth or Beak - The mutant has a mouth built
for fighting and rending. They can eat, mostly, normally. The
Mental Defenselessness (D) mouth may be used to melee attack, 5 ft reach, 1d6 + Str
Mental modifier, Slashing (bite) or Piercing (Beak) damage. 5 – Club
You’re at disadvantage on any mental attack saves and Like Tail - The mutant gains a long tail with a club like ending
those that perform purely mental attacks on you do so at or just a club like end if they already have a tail. It may make a
advantage. melee attack, 5 ft reach, 1d8 + Str modifier, Bludgeoning
damage.
Molecular Disruption 6 - Constricting Limb - One of the mutant’s limbs can
Mental, Mutation score, (MP=8) extend and wrap around another creature. If they make a
The mutant has the ability to disintegrate matter at will. As grapple attempt and succeed the target is Restrained. While
an action they can make a mutation melee attack to touch a restrained by this the mutant they may attempt to constrict as
creature, or object. The attack does 2d8 plus 1d8 Necrotic an attack melee attack, 5ft reach 2d8 + Str modifier,
damage per additional mutation point beyond the base 2. Bludgeoning damage.
They may spend additional mutation points up to their 7 - Fins or Flippers - The mutant’s hands and feet or other
Mutation score modifier (Minimum of 1). parts that aid in swimming. The mutant gains a swim speed
At character level 5 damage dice become 1d10, At level equal to their land speed.
11th damage is 1d12 damage dice, at 17th level the damage 8 - Friction Pads / Suckers - The mutant’s hands and feet or
the base is 4d8 + 2d8 per mutation point spent. other parts that aid in climbing. The mutant gains a climb
speed equal to their land speed.
Multiple Limbs 9 - Gills - The mutant has developed the ability to breath
Physical, Plant water, as well as, air.
The mutant has an equal chance to have multiple arms or 10 - Glowing Organ - The mutant has a specialized organ
legs / tails. They have 1d4 additional limbs of that type. Each located in a convenient area on their body. This organ can be
has different effects. Each additional limb inflicts a robot activated to produce light that shines for 20 feet and cast dim
recognition penalty equal to the number of limbs gained. light for another 20 more. The light may be dimmed at the
Legs / Tails - Increase base movement by 10 feet for each 2 same ratio down to 5 ft bright, 5 ft dim. It is activated,
legs/tails gained. The mutant gains advantage on saves and dimmed or brightened as a bonus action.
ability checks that seek to knock them prone.
11 - Horn(s) or Antlers - The mutant has a horn, set of horns One set of the mutant’s limbs is overly long and muscled
or antlers on their head. They may attack with them. Melee for this use. The set of limbs is determined at random.
attack, 5 ft reach, 1d8 + Str modifier, Slashing damage. If Longer legs increase height and stride adding 10 feet to base
they charge by moving in a straight line for 10 feet they gain movement for land, swim and climb. Arms or tentacles or
an additional 1d8 Slashing damage to the first Horn/ Antler whatever used for manipulation extend reach by five feet.
attack. Robot recognition score is reduced by 2. May add their
12 - Hump or Fatty Layer - This mutant has a specialized Mutation Score modifier on Grapples / Shoves. They may
area of their body that stores water and nutrition. It holds up also apply it to checks wear long limbs are handy such as
to 3 days of storage. Each day that is used requires a day of climbing.
normal consumption to renew the stores.
13 - Jumping Legs - The mutant has a set of legs that are Periodic Amnesia (D)
designed for jumping having coiled layers of muscle and a Mental
lighter bone structure throughout their body. They gain Leap When the mutant is under extreme amounts of stress they
equal to 10 ft less than their normal ground movement to a suffer a period of forgetfulness. At the beginning of a fight if
Minimum of 10 feet. the mutant rolls a 20 on initiative they trigger this amnesia.
14 - Mandibles - The mutant has gained a set of mandibles Other high stress situations may also require a Constitution
located around their mouth that can be used to bite with. If saving throw with a DC of 20 or suffer the amnesia. They
they already have a mouth capable of biting with they can use forget the past 24 hours and only occasionally have flashes of
both independently. Melee attack, 5 ft reach, 1d8 + Str memory.
modifier Slashing damage.
15 - Quills or Spines - The mutant has either quills or Phobia (D)
spines (equal chances). Quills provide protection from being Mental
Grappled or Restrained. They do 1d6 Piercing damage Whenever the character is confronted by their fear they
whenever a grapple attempt is made and the same damage may make a Wisdom saving throw with a DC of 20. If they fail
whenever a grapple is maintained or you are Restrained by a they become Frightened of the source of their fear. They may
creature or object that could take damage. The spines may be make another saving throw as an action on their turn. After
launched by muscles around its base. Ranged attack, range long term exposure to a particular individual that fits these
(20/40), 1d4 + Dexterity modifier Piercing damage. The criteria they can overcome their fear. Once they make their
spines can be used 5 times the mutants Constitution modifier save they are immune to that source for 1 hour.
(minimum 5) and regrow after a long rest. A short rest one 1 - Open spaces
grows back for each hit dice used to heal. 2 -Bright light
16 - Pincers - Around the wrist of the mutant grows a set of 3 - Darkness
pincers that does not interfere with their hand use but allows 4 - Loud noises
them to attack others. Melee attack, 5 ft reach, 1d8 + Str 5 - Disease
modifier, Slashing damage. 6 - Being touched
17 - Prehensile Tail - The tail grown or already in existence 7 - Bodies of water
is especially strong and functional. It has the same Dexterity 8 - Sentient plants
and half the Strength of the mutant. It counts as an extra 9 - Fire
limb. It also aids when climbing, granting advantage when 10 - Heights
doing so. 11 - Crowds
18 -Stinger - The mutant has a stinger located on their 12 - Particular animal
body that they can use to attack. Melee attack, 5 ft reach, 1d4 13 - Insects or spiders
+ Str modifier, Piercing damage, Finesse. 14 - Machines or robots
19 - Talons / Claws - The mutant's hands end in talons or 15 - Small spaces
claws that can be used to attack with. Melee attack, 5 ft 16 - High speeds
reach, 1d6 + Str modifier, Slashing damage. 17 - Being alone
20 - Tentacles - The mutant has a set of tentacles in 18 - Pure Strain Humans
addition to other limbs. They can be used to attack and aid in 19 - Being underground
other actions. If not used to attack during a round you gain 20 - Poisons
advantage on grapple checks. They also have advantage on
checks to climb. Melee attack, 5 ft reach, 1d8 + Str modifier, Photodependence (D)
Bludgeoning damage, Finesse. Physical, Plant
The mutant is dependent on light to remain at full
Nocturnal (D) efficiency. After an hour in darkness they gain a level of
Physical Exhaustion. This exhaustion is removed after returning to
The mutant is naturally functional at night. They have bright light for 10 minutes. If they spend more than 24 hours
disadvantage on Intelligence, Wisdom and Charisma based in darkness they gain another level of Exhaustion and gain
attribute checks during daylight hours (defined as dawn to another level each 24 hours thereafter. The mutant cannot be
dusk). harmed by normal exposure to light such as sunburn.
Oversized Limbs
Physical, Plant, Mutation Score
Photogeneration At character level 5 damage becomes 3d10, at level 11th
Physical, Plant, Mutation score, (MP=6) damage is 5d8 damage dice, at 17th level the damage is 8d8.
The mutant can generate a blinding light from a specific
point in their body (Chosen by the mutant). This light can be Poison
generated / targets in one of three ways. All take an action Physical, Plant, Mutation score
and cost one mutation point. All targets may make a The mutant generates poison within their body that is
Constitution save. On a failure they are Blinded. They may delivered through either touch or through a natural weapon
save at the end of their turn to remove this condition on a such as a stinger, claw, bite etc. This damage is delivered
success. along with the attack. It does 3d6 + mutation score modifier
1 A single creature, that they can see, within 60 feet is hit Poison damage and the target may make a Constitution
with a beam of light. saving throw. On a success they take half the Poison damage.
2 A cone 15 feet in length targeting all creatures within. They have 8 + mutation score modifier doses available.
3 All adjacent creatures. The poison doses are regained after a long rest and may be
force regenerated during a short rest by expending a number
Photokinesis of Hit dice to replenish one dose for each hit dice spent.
Mental, Mutation score, (MP=6), Concentration These expended hit dice are treated the same as if they had
This mutant can bend light around them and become been spent to regain hit points
invisible. As an action they expend a mutation point and
become Invisible for 1 minute. While this is in effect the Poisonous Thorns
mutant is immune to Radiant energy damage. They cannot Plant, Mutation score
become invisible if they have more than a light load. Anything The plant is covered in short thorns that are coated with a
they drop or pick up does not become or remain invisible. mildly poisonous sap. The poison becomes inert after a
minute if removed. If the plant strikes with a natural attack or
Photosynthetic Skin is grappled by a creature they take 1d6 Poison damage plus
Physical, Mutation Score Mutation score modifier damage.
This mutant does not need to eat but instead can gain At character level 5 damage becomes 1d8, At level 11th
nutrition and energy from the sun light. If they spend at least damage is 2d6 damage dice, at 17th level damage is 2d8
3 hours in sunlight or 6 hours in dim sunlight they are
considered fed. They still need to drink normal amounts of Poor Dual Brain (D)
fluids. If they get eight hours of direct sunlight they recover 1 Physical, Plant
hit dice and heal 5 hit points times the mutation score The secondary brain that this mutant has does not get
modifier (minimum 1 HD and 5 Hpts). Robot recognition along well with the primary brain. At the beginning of a fight
score is reduced by 2. if the mutant rolls a 20 on initiative they trigger this
confusion. Other high stress situations may also require a
Pliable Form Constitution saving throw with a DC of 20. If they fail they
Physical, Plant, (MP=6), Mutation Score suffer the confusion. This confusion manifests in different
The mutant has bones and joints, as well as, skin that ways and the somewhat contentious personality is taking
flexes well beyond that of most other creatures. They can control. This personality remains in control for an hour
move through holes at one quarter the normal speed that is before the dominant mind regains control. While the
up to one quarter their size. They have advantage on any alternate is in control they make Wisdom, Intelligence, and
check that being flexible would be useful such as escaping Charisma attribute checks at disadvantage and they cannot
handcuffs. You may expend a Mutation Point as a reaction be aided by others.
after being Grappled to attempt to escape that Grapple. You
may add your mutation score modifier on checks or saves to Projectile Seeds
avoid a Grapple. Physical, Plant, Mutation score
The plant has 5 plus Mutation score modifier seeds that
Plasma Spheres can be launched. Their range is 40/100 they are a ranged
Mental, Mutation score, (MP=6) attack doing 2d8 + mutation score modifier Piercing damage.
The mutant can create charged spheres of plasma that on They can perform this as a ranged attack.
contact break the stabilizing field around them and explode. The Seeds uses are regained after a long rest and may be
They may create the spheres in two forms. The first they can force regenerated during a short rest by expending a number
throw at a point in space and release the field and create a 10 of Hit dice to replenish one Seed for each hit dice spent.
foot radius area of damage. Creatures in the area make a These expended hit dice are treated the same as if they had
Dexterity saving throw. If they fail they take 3d8 Fire damage. been spent to regain hit points.
The second form is a stable plasma sphere about an inch
across. It may be placed in a space and whoever passes
through that space triggers it. They may make a Wisdom
(Perception) check against the sphere to detect the sphere
and avoid it. The DC to perceive is equal to the saving throw.
If they do so they may make a Dexterity saving throw. On a
failure they take 3d8 Fire damage otherwise they simply take
3d8 Fire damage.
Psychometry Repulsion Field
Mental, (MP=6), Concentration Mental, (MP=6)
The mutant has the ability to sense the past embedded in The mutant can create a field of repulsing energy that
an object. By handling an object and using an action, the affects materials or physical objects. They can encapsulate
mutant gains advantage on Use Artifact rolls when examining themselves, another creature or object. The object or
that device. It can, at the GM's discretion, give some creature must be large size or less. The field is mobile with
emotional signature or other information based on how the target. Only one field can be active at a time. The field
strong the emotions impacting the object. It cost one provides resistance to Bludgeoning, Piercing, Slashing, and
mutation point to activate. The Use Artifact roll must be Force damage. To create the field, as an action, choose a
made within 1 hour times the mutation score modifier target within 90 feet and expend one mutation point. This
If used in an area then gain advantage on Intelligence field also helps prevent the target from being touched. Any
(Investigation) checks. attempt to grapple or manipulate a protected target requires
a Strength saving throw. If they fail they cannot perform that
Pyro / Cryokinesis action. The field has a duration of 1 minute.
Mental, Mutation score, (MP=6), Concentration They can, as a reaction, grant a creature you can see within
The mutant has the ability to cause rapid changes to an 60 ft this field for 1 MP. This last until the beginning of that
area's temperature and they can adjust it up or down. The creature’s next turn.
area has to be within 90 feet. The area is a 10 foot radius and
takes an action to activate. For each Mutation point spent the Seizures (D)
mutant can do 1d6 Cold or Fire damage. They can maintain Mental
this, as an action each round, for up to 1 minute costing an The mutant has a tendency to suffer a stress triggered
additional mutation point each round after the first. The seizure. They are unable to control their body. They are
mutant with this ability has resistance to Cold and Fire. considered Incapacitated for 1d4 + 1 rounds. At the
beginning of a fight if the mutant rolls a 20 on initiative they
Radiating Eyes suffer a seizure. Other high stress situations may also require
Physical, Mutation score, (MP=6) a Constitution saving throw with a DC of 20 or have an
The mutant can project beams of pure radiation from their episode of seizures, this is the Gm's discretion.
eyes. As an action and costing a mutation point, the mutant
fires a beam that is a ranged attack doing 3d6 + mutation Size Change
modifier Necrotic (radiation) damage. The beam has a range Physical, Plant
of 60 feet. The mutant is larger or smaller than their normal size
category. They cannot be reduced to Tiny or increased to
Razor Edged Leaves Huge by this. They have an equal chance of either. Robot
Plant recognition score is reduced by 1.
The plant has a set of leaves surrounding a limb that are If they become smaller they gain a +4 to Dexterity and their
much harder than normal and with extremely sharp edges. Dexterity maximum is also increased by 4. They suffer the
They may make a melee attack doing 2d6 + Str Slashing normal adjustments to weapon use as normal for their size.
modifier, Finesse. Damage from any natural attacks is reduced by one die size.
If they become bigger they gain a +4 to Strength and their
Regeneration Strength maximum is also increased by 4. They may use
Physical, Plant, Mutation score, (MP=6) increased size weapons if appropriate. Damage from any
The mutant can regain health and heal wounds faster than natural attacks is increased by one die size.
normal. As an action they spend a mutation point to regain
1d10 + Mutation modifier hit points. Whenever they expend Skeletal Enhancement
hit dice to heal they always regain the maximum Hit points. Physical, Mutation Score
They may also expend a mutation point, as an action, to The mutant’s internal skeleton is heavily reinforced and
remove the Blinded, Deafened, Impaired, Stunned, or protects them from exceptional strong attacks. The mutant is
Paralyzed condition from themselves even if they normally immune to Criticals. Any damage they do with limbs or bites
could not do so (Such as when stunned). They may spend 3 are increased one dice size. Robot recognition score is
points during a short or long rest to remove a level of reduced by 1. Add the mutation score modifier if desired to
exhaustion. the Strength of the creature to determine its carrying
capacity.
Skin Structure Change (D) The mutant can imitate any sound they have heard since
Physical their last long rest. They cannot create new words or phrases
The mutant has some altered skin and suffers various but can repeat things they have heard exactly, duplicating a
disadvantages. Determine the type at random. Robot voice print even. They can even duplicate a Thunder based
recognition score is reduced by 2. damage attack expending MP as needed. They use the
1 Albino. Your skin is sensitive to the sun. If you are fully mutation score of the original attack.
exposed to the sun you must make a Constitution saving
throw with a DC of 20 for every 1 hour exposed. On a failure Spore Cloud
they suffer a level of exhaustion. Plant, Mutation Score The plant can create a spore cloud
2 Glows. Your skin glows slightly putting you at that is 15 feet by 15 feet adjacent to them. They can do this a
disadvantage when trying to use stealth at night or in low number of times equal to 5 plus mutation modifier times. As
light. You are easily seen in the dark even at some distance an action the cloud is created and is poisonous doing 3d8 +
but the glow is too weak to see by. mutation score Poison damage and making those within
3 Water soluble. Whenever you are splashed with water Impaired. They may make a Constitution saving throw. If
you take 1-3 points of Necrotic damage that cannot be successful the damage is reduced by half and they avoid
reduced by resistance or immunity. Submersion does 5d6 being Impaired. Those that are impaired while in the cloud
Necrotic damage each round. remain so for one minute after leaving the cloud. The cloud
4 Water Dependent - Your skin requires constant exposure lasts 1 minute and deals damage to those who enter or end
to moisture. You suffer a point of Necrotic damage every hour their turn there. They only take damage once in a round.
you go without moisture. If the environment is especially hot The Spores are regained after a long rest and may be force
and dry they suffer 1d4 points of Necrotic damage each hour. regenerated during a short rest by expending a number of Hit
This Necrotic damage that cannot be reduced by resistance dice to replenish one Cloud use for each hit dice spent. These
or immunity. expended hit dice are treated the same as if they had been
spent to regain hit points.
Silencing Field
Mental, (MP=6), Concentration Squeeze Vines
The mutant can generate a field that nullifies sound and Plant, Mutation score
some vibrations. Those within the area are deafened and no The plant has two additional limbs that are long and
sound travels into or through the field. Those within the field capable of wrapping around a creature. They may use the
also have resistance to Thunder damage. To create the field limbs as a normal attack to attempt a grapple attack on an
takes an action and one mutation point. The field is mobile if enemy within 10 feet. It is a melee attack using the mutation
targeting a creature. The field is a 10 foot radius. It has score in place of Strength and making a grapple attempt
duration of 1 minute. using the mutation score modifier and proficiency as the
modifier. If you use both vines the attempt is made at
Sonar advantage but no other attacks can be made with those vines.
Physical, Plant, (MP=4), Mutation Score
The mutant can perceive the environment around them Stunning Force
through high pitched sounds. They have Blindsight for 40 ft + Mental, Mutation score, (MP=6)
(10 ft per Mutation modifier). They lose this ability if As an action the mutant can choose a target they see within
Deafened. You may spend a MP to double this range for 1 60 feet. They expend a mutation point and the target may
minute. make a Wisdom saving throw. If they fail they are Stunned for
1 minute. The target may make a save at the end of their turn
Sonic Blast to end the effect.
Physical, Plant, Mutation score, (MP=6)
The mutant’s mouth can radiate sonic energy outward and Sustenance Dependency (D)
inflict damage on target(s). As an action they choose a target, Physical
which they can see, within 60 feet and make a ranged The mutant requires a very specific diet in order to survive.
mutation attack. The Thunder damage is 2d6 + mutation This is in addition to most other requirements.
score modifier. It cost one mutation point to emit this energy. 1 - Vampirism - The mutant gains a set of fangs that are not
They may also expend 3 mutation points to unleash a cone strong enough to use in an attack however if a target is
15 feet long that does Thunder damage equal to 4d6 + freshly dead (less than 10 minutes) or Incapacitated they can
mutation score modifier. Those in the cone may make a drain blood as Necrotic damage equal to 1d4 + Constitution
Dexterity saving throw. On a success they take half the modifier each round. They require their Constitution score in
damage. blood each day or be treated as if they have not eaten.
At character level 5 damage dice become 3d6 (6d6), at level 2 - Carnivorous - The mutant must consume larger than
11th damage is 4d6 (10d6), at 17th level the damage is 6d6 normal quantities of meat in order to survive. They must eat
(10d8). at least 1 pound of meat in addition to normal dietary
requirements.
Sound Imitation
Physical, (MP=6)
3 - Vegetarian - The mutant body cannot digest meat at all The mutant can generate a weapon like force that does
and has difficulty with other foods except raw or cooked damage and floats in the air. The damage is 2d8 + Mutation
vegetables and plants. They derive no nutritional value from modifier. It is a melee mutation attack using Proficiency and
meat and suffer disadvantage, for one hour, if they consume mutation modifier to hit. The damage type can be
more than a few ounces at a time. Bludgeoning, Piercing or Slashing and is chosen when the
4 - Metallic - The mutant’s body requires high levels of mutation is initially generated. It takes a bonus action to
metallic. They must consume a pound of raw metallic create the weapon and cost a mutation point lasting 1
material in addition to normal nutrition in order to survive. minute. It can attack a number of times as they could attack
with a hand held weapon using the attack action.
Symbotic Swarm
Mental, Mutation Score, (MP=6) Telekinetic Hand
The mutant has on their body a hive or home for an insect Mental, Mutation score, (MP=6), Concentration
colony. This colony has formed a symbiotic relationship with This is similar to Telekinesis but allows the formation of a
the host mutant. The host provides needed nutrients and telekinetic hand that can do finer manipulations even typing
mobility to keep the swarm health. The swarm is not a or threading needles etc. The range is 30 feet. The hand's
seperate part of the mutant and cannot be effected, in general, Strength is only three but the Dexterity is equal to the
as an entity when a part of the mutant (ie being carried). mutation score. It can lift and move objects about using that
When sent out some remain. limited strength. It can wield weapons if strong enough.
By spending an action and 2 MP the Mutant can switch to Weapons used this way use the Strength or Dexterity as
the view of the colony, spying through their senses. The required for the weapon with proficiency if possessed. It
senses can be accessed up to 100 ft + 50 ft per Mutation takes an action and one mutation point to create or use the
modifier (Minimum is 20 ft). The colony can be ground or hand and last 1 minute.
flight based (bees or ants for example). The colony must go
forth as a group or swarm it has an AC of 10 + Mutation Telekinetic Flight
modifier and 4 + Mutation Modifier hit points. It cannot gain Mental, Mutation score, (MP=6), Concentration
temporary hit points or be healed. They can fit through a The mutant can use telekinesis to lift themselves. This is a
space small enough for a bug. They have a Stealth modifier of limited form of telekinesis but last longer. The Fly speed is 20
+ 4 + Mutation Modifier to be noticed. They automatically fail feet + 5 feet per mutation score modifier with Hover. It takes
saving throws concerning damage but otherwise cannot be a bonus action to activate the power and one mutation point.
affected by abilities. Their Perception bonus is equal to the The power’s duration is 10 minutes. The mutation score
mutants. If the swarm is destroyed while out they cannot be determines the carrying capacity treating it as the character’s
used again until after a Long rest. While they are using the Strength for its flight carry capacity.
swarm's senses the mutant is blind and deaf but can still feel
physical touch. They must be led if they wish to move at more Telepathy
than 5ft per round, even then their movement is halved. Mental, Mutation score, (MP=6)
This allows the mutant to transmit and receive thoughts. It
Telekinesis also allows for a mental attack to read another's mind. It
Mental, Mutation score, (MP=6), Concentration takes an action to activate the power. You choose a target
The mutant can move objects with their minds. They can within sight and no further than 60 feet away. If the target is
also use it in several ways to attack creatures. It cost one willing they establish a mental contact that allows active
mutation point and an action to activate the power for one communication between the target and the mutant. The
minute. The ability to manipulate the target is somewhat power remains active for 10 minutes of willing use. If
limited only having Dexterity of three and no fine multiple targets are chosen during a single activation they
manipulation. During that time they may take an action to can all communicate on the same "channel". Only two plus
perform one in several choices. The range is 60 feet and they the mutation modifier (minimum of 1) targets can be targeted
must be able to see the target. It takes an action to do each. at one time. Once established the link can be maintained for
1 They can lift / manipulate an object or willing creature up to a mile distant and no longer requires line of effect or
using their mutation score as a substitute for Strength. sight.
2 As a ranged mutation attack doing 2d6 + mutation score To read the mind of an unwilling target choose a target
modifier Bludgeon damage. within 30 feet, that you can see, and they may make a
3 Attempt to Grapple or Shove a target using the mutation Wisdom saving throw. On a success they refuse the contact.
score instead of Strength and using their Proficiency. The If they fail the mutant can read the mind of the target for up
target cannot be larger than Large size. to 1 minute. The mind is not a neat and well organized unit
4 Can use the Help action, if reasonable, to aid others. so the GM may give information dependent on the extent the
target is aware of it and how prominent it is in their mind.
Telekinetic Blade / Hammer
Mental, Mutation score, (MP=6), Concentration
Teleport Object Ultravision
Mental, Mutation score, (MP=4) Physical, Plant, (MP=6)
The mutant may choose a single item that weighs less than The mutant can activate this power as an action and it
10 pounds + 1 pound per mutation score modifier. The range remains active for 10 minutes and cost a mutation point.
is 60 feet and the target must be available. Unattended When this power is active the mutant can see high intensity
objects offer no save. An attended object allows the owner to energy signatures. When outside, even when cloudy, the
make a Wisdom saving throw. On a success they prevent mutant can see clearly using radiant energy from the sun and
teleportation. If the item is actively being used the save is atmosphere. The distance they can see is fairly normal
made at advantage. The item appears in the mutant’s hand. It though strong energy sources can blind their character
takes an action and one mutation point. somewhat. Force fields, laser beams, and electrical fields
generated by power cells, machines and reactors all produce
Teleportation fields of energy. They can easily perceive invisible creatures.
Mental, Mutation score, (MP=4)
The mutant can teleport themselves. The mutant can carry Web Spinner
up to a light load with them. The destination must be within Physical, Mutation score, (MP=6)
90 feet. This takes an action and costs a mutation point. They The mutant can create webs much like a spider and they
can teleport into an area they cannot see by describing can be used in one of several ways. Each use takes an action
distance and going to that point. If the point has solid matter and costs a mutation point.
then the teleport fails and the mutant takes 4d10 Force 1 Glob - Choose a square within 30 feet. Any creature in
damage and is stunned for 1 minute. that square or who passes through it in the next minute may
The mutant may teleport longer distances. They can study / make Dexterity saving throw. On a failure they become
memorize a location and return to it as an action costing 2 Restrained. To escape the Restrained condition takes an
mutation points. It takes a short rest to learn a location and action and a Strength saving throw.
they may only "know" 1 plus mutation score modifier 2 Web - Choose an adjacent 10 by 10 area, it becomes
(Minimum of 1) locations at one time. difficult terrain. Anyone within that area when this effect
occurs may make a Dexterity saving throw. On a failure they
Thorns or Spikes are Restrained. The area remains for a minute but only has a
Plant chance to Restrain on the initial use.
The mutant plant has either Thorns or Spikes (equal 3 Thread - This creates a thread up to 60 feet long that
chances). Thorns provide protection from being grappled or attaches to a surface that can hold the mutants weight. The
restrained. They do 1d8 Piercing damage whenever a grapple mutant may move along that thread vertically only. Their
attempt is made and the same damage whenever a grapple is movement while on the thread is a climb speed of 60. The
maintained or you are Restrained by a creature or object that thread has a duration of one minute. It may be climbed by
could take damage. The Spikes may be launched by muscles others as a rope but can only bear weight up to the mutant
around its base. Ranged attack, range (20/40), 1d6 + plus their light load.
Dexterity modifier Piercing damage. The spikes can be used
5 times the plants Constitution modifier (minimum 5) and Will Force
regrow after a long rest. A short rest one grows back for each Mental, Mutation score, (MP=6), Concentration
hit dice used to heal. The mutant can touch another willing creature, as an
action, and spends a mutation point to increase the abilities
Total Healing of the target. They grant Advantage on ability checks and
Mental, Mutation Score, (MP=6) saving throws for Intelligence, Wisdom or Charisma. It may
The mutant can accelerate their healing speed of their alternately increase a mutation score (and its Maximum) by 4
body. By spending a bonus action and a mutation point they + Mutation modifier points. These increases/ bonuses last for
regain a base 5 + Mutation modifier hit points. They may also 1 minute.
expend hit dice to heal as if they had taken a short rest
(Including recovering other mutations). Wings
During a short rest add the Mutation modifier doubled to Physical, Mutation Score
the hit points regained (Minimum of +2) The mutant has a set of wings that allow them to fly. Their
At character level 5 the base becomes 10, at level 11th base fly speed is equal to their ground speed plus 10 ft times their
becomes 15, at 17th level base becomes 20. mutation score modifier. This mutation causes a -2 penalty to
robot recognition.
Transfusion
Physical, Plant, Mutation score, (MP=6)
As a bonus action and spending a mutation point the
mutant can touch a willing target and heal them. The healing
is equal to base 5 + Mutation modifier hit points. When they
do this they take 1d4 hit points of damage.
At character level 5 the base becomes 10, damage taken is
2d4, at level 11th base becomes 15, damage taken is 3d4, at
17th level base becomes 20, damage taken is 4d4.

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